

Junker
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Posts posted by Junker
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or
You could Just use 1 simple line
loadScreen = "armabg1.paa";
easy ;)
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Good idea Junker! Place only the leaderand spawn the rest via trigger and the trigger should check if the leader is present.trigger
condition box: alive sniperleader
on activation box: "US_Soldier_Sniper_EP1" createUnit [position sniperleader, group sniperleader]; "US_Soldier_Sniper_EP1" createUnit [position sniperleader, group sniperleader]; "US_Soldier_Sniper_EP1" createUnit [position sniperleader, group sniperleader];
why would u want to spawn the rest of the group ??
You can add (Alive leader1) to each unit in that group, so when the leader isnt there they wont appear.
Simple ;)
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all u need is a condition in the other units checking if the leader is present..
Something like (Alive Leader1);
Just tested this and it works perfectly :)
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try this..
condition: This && isServer
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try this :
class RscStdText { type=0; idc=-1; style=2; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; size=1; }; class RscTitles { titles[]={fog1}; class fog1 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=1; name="fog1"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="villa.paa"; x=0.150; y=0.150; w=0.7; h=0.7; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.050; y=0.45; w=0.4; h=0.4; sizeEx=0.03; }; };
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Cant u put in a (_veh select 1) to delete the crew ???
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Something like this
_Gunner1 moveInTurret [chopper1, [1]] _Gunner2 moveInTurret [chopper1, [2]]
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maybe you need to up your samples played in the audio options..? If theres alot going on some sounds won't play..
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this works :)
enableradio false; _camera = "camera" CamCreate [0,0,0] _camera cameraEffect ["internal","Back"]; ;=== 22:44:34 _camera camPrepareTarget [-28700.42,98670.84,-221.01] _camera camPreparePos [4066.50,4191.67,1.24] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ;=== 22:44:34 _camera camPrepareTarget [-28700.42,98670.84,-221.01] _camera camPreparePos [4066.50,4191.67,1.24] _camera camPrepareFOV 0.700 _camera camCommitPrepared 8 @camCommitted _camera player cameraEffect ["terminate","back"]; enableradio true; camDestroy _camera exit
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I use this
this setPos ((nearestBuilding this) buildingPos 2);
for towers.
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Its needs to be scripted - this part only gives you the icon the rest im not really clear about because you need to detect air units within the radar/trigger using Thislist and relaying that to the script itself..
the loop should be something like (Sorry SQS oldie)
#loop "radar" setMarkerText format ["%1", GetPosASL radar select 2] ~1 goto "loop"
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For displaying the ASL = "nameofmarker" setMarkerText format ["%1", GetPosASL this select 2]
this will result in 67.098
If you want the hight with out the .000's use this
"nameofmarker" setMarkerText format ["%1", round (GetPosASL this select 2)]
result is 67
oh and it needs to be looped to update the text
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condition : west countSide thislist <= 5
searched for you > http://forums.bistudio.com/showthread.php?t=96430&highlight=count+thislist
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yes cause it makes perfect sense, making everyone the as a prisoner of your military makes perfect sense that is absolute perfect design! YA BALLZ! For a mil sim this thing has a real hard time simulating what everyone's military actually does most the time and thats walk around and not shoot everything that moves. PWNED, want some more?Your gonna have to sit back and think about your mission - having all those enemy civ's about is gonna make the soldiers act wierd - there are loads of ways to script this, you just need to work out what works best for your mission and test, test, test :)
---------- Post added at 08:39 AM ---------- Previous post was at 08:16 AM ----------
It's cause after the soldiers are gone a unarmed civ can still steal the money from inside the truck. A unarmed civ is still very dangerous, they can run over the soldiers break the kamaz's tires, plant bombs (IED's). Again if the green mode did what it actually says it does, then this wouldn't be a problem. But then again the ai isn't smart enough to realize this either and under captive they would not return fire even as the civs run there friends over one by one, so whatever. Discussion over..this is how it works - the AI leader will change conditions depending on what situation he is in - so if you set him to not fire he wont fire until he detects the enemy and then and only then will he change his orders to attack the enemy and fire at will, after the fight the AI leader will revert back to his original settings and carry on with his duties..
What u have to remember is AI has been researched a lot longer than BIS has been around so what BIS has achieved in 9 years for a game/sim is pretty impressive if you ask me :)
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Only since recently my ammo box's have been spilling, When you put back a weapon into the Ammo box it puts on the ground instead of back in the box.Magazines seem to go back in but Weapons dont, Anyone have a solution to this?
(btw i did use search and didnt find anything) :rolleyes:
not sure how many weapons you have in the box but try adding less weapons to the box..
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well this thread started off pretty simple but got more complicated the further you read into it .
Beginners guide = keep it simple..
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wow i cont believe people are still doing this.
add a resistance guy in and set his probability of presence to 0 and make him high ranking ( major ) so he becomes leader then group all the civi's to the resistance guy, job done :)
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I would like to continue in this old thread, is there a way to get the upper limits, the max, in a script. Of course I can add support for several islands and try myself with "hint format ["%1", getpos player] but if i want to get that info.Second, what happens when you fly outside "0,0" ? will you get minus?!
0,0 is always bottom left corner of the map - (the numbers on the side of the map are a clue)
and yes you go beyond 0,0 it become minus.
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it is really stupid, if it says hold fire until fired upon then thats what it should do or its broken. IF this is a mil sim then you should be able to tell your units to obey the rules of engagment since that is what these commands are supposed to represent.So u would let an armed guy run towards you and shoot you point blank in the head because you officer gave you a do not fir unless fired upon order ?
There are alot of tricks you can script and stuff to make the AI respond or not respond until certain conditions are applied.
Personally i would remove the AI's ammo until the player is within a certain distance or like other posts said disableAI is there for a reason :)
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make an enemy unit and put his
probability of presence : 0
then group all the civilians to him..
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Junker - Can you say more precisely under what circumstances was this a mistake?The aircraft was tested on game version 1.05 is possible you've installed the beta patch version 1.06?
im on the latest beta patch 71382 :)
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First of all great addon - love the loading of vehicles but needs to make sure player doesn't get hurt when he gets thrown out the vehicle.
a few scripting errors
Out of path-planning region for O 1-1-A:22 at 3318.8,3620.0, node type Error O 1-1-A:22: Invalid path from [3326.78, 19.02, 3612.59] to [3370.01, 24.58, 3632.68].
Error in expression <_this Spawn IL76_BOOST> Error position: <_this Spawn IL76_BOOST> Error Type Script, expected Bool
Error in expression <_this Spawn IL76_BRAKE> Error position: <_this Spawn IL76_BRAKE> Error Type Script, expected Bool
hope this helps :)
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have you tried removing the units ammo ?
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The problem I see with that is that not all the lights on aircraft (if any for that matter) can be destroyed. Actually, I'm pretty sure only the lights on ground vehicles can be destroyed.Choppers have damage areas :- engine - windows - read rotor and so on
Planes have one - Never understood why they don't have the same as choppers and vehicles..
ARMA 2 (OA) : DLC discussion thread
in ARMA 2 & OA - GENERAL
Posted
The best one i hear is "GET A LIFE" and my come back is "If i had a life i wouldn't be playing this"
:)